Stellaris

Stellaris

Special Colonies Overhaul
32 Comments
Wairui 22 Jul @ 9:27pm 
Thank you for telling me that your mod and Penal Colony: Enhanced are compatible. I haven't played them together yet.
Since you're best informed on Penal colonies, what mod load order should I use for your mod and the Enhanced mod?
FebHare  [author] 14 Jul @ 4:46am 
@Wairui sorry to miss about replying.
And many of your assessment are correct, but I doesn't overwrite penal_colony_other_planets static modifier and planet_jobs economic category.
Wairui 23 May @ 5:51pm 
Together with this mod, I like to use 'Penal Colony: Enhanced' from corsairmarks's Workshop. From comparing change lists between the two mods, they don't seem to overlap but am I correct in that compatibility assessment?

This mod replaces four game objects related to Penal Colonies:
decision_penal_colony - decision to enact a Penal Colony
col_penal - Penal Colony designation
penal_colony - static modifier for Penal Colonies
penal_colony_other_planets - static modifier that decreases crime on other planets
And it overrides three scripted triggers related to capitol buildings:
has_upgraded_capital
has_major_upgraded_capital
has_fully_upgraded_capital
And finally it overrides the planet_jobs (Jobs) economic category in order to create multipliers for
inmate production.
FebHare  [author] 22 Jan @ 5:31am 
@Inny [The Merger]
Sorry to replay, but I added @is_SCO_enabled scripted variable.
Inny 9 Jan @ 2:31pm 
Hello, can you please add a scripted variable for compatibility? @sco_mod = 1
Thanks!
X_Mangoose_X 17 Oct, 2024 @ 12:52pm 
Lol this mod is so essential that sometimes I forget that it is not part of the vanilla xD
FebHare  [author] 11 Oct, 2024 @ 7:02am 
I've put some updates for Penal Colony just now.
To be honest, I am not so convinced by the idea of dividing Penal Colony into two Designations (Servitude and Segregation). Should I re-integrated them, to make Penal Colony great again?
FebHare  [author] 20 Sep, 2024 @ 7:12pm 
@everyone
I am planning a change about Penal Colony, because Stellaris 3.13 brought many changes on it.
FebHare  [author] 9 May, 2024 @ 3:35am 
@ShinyNobody, Nezeltha, X_Mangoose_X
Sorry to reply too late. I didn't get new comment notices (did I missed some setting?).
As a hotfix, I add "fire_only_once = yes" to 6 announce events (each colony type has 2 events, with-envoy one and without-envoy one).
If 2 @tier5unityreward Unity is too much still, I will put more full-fledged fix.
FebHare  [author] 9 May, 2024 @ 3:34am 
@Azasuk
すみません、コメント通知が来てなかったので、今まで気が付きませんでした。
他のmodのアップデートもあるので対応はしばらく後になりますが、メッセージイベントのONOFFを管理できる政策を追加しようと思います。
OFFにしたらメッセージイベントによる報酬も消えてしまうと思いますが……
X_Mangoose_X 24 Mar, 2024 @ 4:51pm 
Regarding random repeatable events that give too much unity, this can be solved by editing the on_actions_events_1.txt file, looking for only the problematic events and adding the line fire_only_once = yes so that they are not repeatable.
Azasuk 21 Jan, 2024 @ 8:13am 
すみません要望です

他国がリゾート、奴隷、流刑地惑星を指定した時のメッセージが煩わしいのですがゲームオプションのメッセージタブからオンオフ出来るようにしてもらえないでしょうか?
Nezeltha 30 Oct, 2023 @ 2:52pm 
Have to agree with ShinyNobody here. I'm looking at the code, and it gives a tier 5 unity reward when someone else establishes a special colony when you already have that type. This would be fine if it only happened with the first such colony each empire builds, but it's happening every time they establish one. TBH, I'm not sure where these guys are getting so many planets to turn into thrall worlds.
ShinyNobody 6 Aug, 2023 @ 4:10am 
It gives to much unity randomly =D i mean i like it but it is really much unity
FebHare  [author] 7 Jul, 2023 @ 7:37am 
I confirmed the issue on localization of Penal Colony planet modifier was fixed. In Stellaris 3.8.4, the other-planets effect is displayed as "Crime: -25%".
FebHare  [author] 2 Jul, 2022 @ 8:47pm 
On Stellaris Ver 3.4.5, Penal Colony planet modifier has an issue on localization of other-planets effect. It is displayed as "[Owner.GetCrimeDeviancy]: G-25%" (scripted_loc doesn't work).
It is a Paradox issue, and I am not sure should I fixed it.
FebHare  [author] 29 Jun, 2022 @ 2:16am 
@A-BOMB 2012 Sorry to comment.
Yes, there are some conditions on Resort Visitor job. And I missed amenities condition in tooltip. If taking Resort Visitor "job" will reduce amenities enough low, the pop won't become Resort Visitor.
A-BOMB 2012 27 May, 2022 @ 9:43am 
The decision says that I need at least one pop that can be a resort visitor and won't let me do it.
FebHare  [author] 16 Apr, 2022 @ 11:49pm 
Habitats (and planets with any other non-standard district set) can be Resort or Thrall ones again, with -3 district slot modifier.
FebHare  [author] 14 Mar, 2022 @ 3:44am 
I disabled Resort and Thrall colonies on these habitats, for better mod compatibility.
That said, if you enabled "District Overhaul Test Branche Ver 3.1 Patch", Resort and Thrall colonies are unlocked (this patch' habitat districts have Resort and Thrall limitation).
FebHare  [author] 5 Mar, 2022 @ 10:14pm 
How many people build Resort or Thrall world on habitat, PD habitat or Dyson Swarm? These districts must be tampered to be blocked on Resort or Thrall world, so it take some labor to update (and have potential compatibility issue). I am considering to re-disable Resort or Thrall world on these artificial planets.
Wilmfe23 28 Dec, 2021 @ 5:34am 
I would mostly like that the resort world won't do anything until it's actually a resort world. Also that actually the requirements for a resort world are stricter. That it really is a tough decision to make and that you can't make a 'resort world' that is that just on paper.
Mostly don't increase habitability at all. It kind of goes against the idea. I would think a 100% habitability for your dominant species is a requirement and it won't do anything until you have about double the amenities that the planet needs. Maybe amenities being the currency for it as reaching triple the needed amount allows you to upgrade it.
Zer0_Requiem 15 Jun, 2021 @ 7:15am 
3.0 but I think it may have been an issue on their end that was causing the issues regardless. As it looks like people have been having the same issues there as well
FebHare  [author] 14 Jun, 2021 @ 5:12pm 
@Zer0_Requiem Are your "A Deadly Tempest" is a "A Deadly Tempest (3.0)" mod? I haven't heard about the mod, so there might be compatibility issues.
Zer0_Requiem 10 Jun, 2021 @ 1:19pm 
Ive discovered that there seems to be an incomp with A Deadly Tempest that causes a CTD when you start a game after selecting an empire
Inny 15 May, 2021 @ 9:18am 
Yes, thank you.
FebHare  [author] 15 May, 2021 @ 7:38am 
@Inny I added "SCO_enabled_flag" global flag just now. I will be set when game started or a savedata is loaded. Does it work for you?
Inny 15 May, 2021 @ 3:28am 
Hi, can you please set a global flag so I can detect your mod for compatibility?
Thanks.
FebHare  [author] 14 May, 2021 @ 10:23pm 
@BanzaiBlitz Thank you for reporting. I fixed it. I used wrong symbol for commentout.
BanzaiBlitz 14 May, 2021 @ 8:21pm 
Update yesterday is causing a hard crash on game boot. After several attempts with several mods, I disabled this and the game finished booting without issue.
FebHare  [author] 3 Mar, 2021 @ 3:25am 
Now, resort and thrall world decision tolerate some districts and buildings (ones can be built on resort or thrall world). But managing what districts and buildings are allowed and what are not is take quite a bit of work.
Is there any handy solution? I am considering about return to no-districts-and-buildings-allowed (same as vanilla)...
Mr. Shadow | Folfie 15 Feb, 2021 @ 11:13pm 
Jealous